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Explicit Normals to Smoothing Groups

Explicit Normals to Smoothing Groups

There are times that using Explicit Normals in Max is great. There are other times, not so great. I propose some new functions to convert Explicit Normals into Smoothing Groups (in essence, the reverse of adding an Edit Normals modifier onto a mesh to see the current explicit normal based off of smoothing groups).

 

meshops.setSGfromNormals <trimesh|mesh|editable_mesh>mesh facelist:<bitarray defaults to #all> clearExplicit:<Boolean true> skipBorders:<Boolean true>

polyop.setSGfromNormals <node editable_poly>mesh facelist:<bitarray defaults to #all> clearExplicit:<Boolean true> skipBorders:<Boolean true>

 

These methods should calculate the smoothing groups into the mesh by finding all co-located vertices with matching normal vectors and adding them to the same smoothing groups. The functions should be smart enough to consolidate smoothing groups among adjacent smoothed faces/polygons.

 

facelist: Should limit results to the passed bitarray. If no faces passed, use all faces.

clearExplicit: Should remove the explicit normals on the faces that acquired smoothing groups* (see next option).

skipBorders: When true, explicit normals are kept on the border vertices when clearExplicit it turned on.

6 Comments

This would also be really nice when bringing meshes from any other application that has no smoothing groups, into 3dsmax.

brentscannell
Employee
Status changed to: Future Consideration
 
lightcube
Advisor

I'd like top propose also that the Smooth modifier gets a new checkbox: SG From Explicit Normals and another checkbox to destroy the explicit normals and retain only resulting smoothing groups from those normals.

brentscannell
Employee
Status changed to: Accepted
 
Orphydian
Advisor

I see lot of normal related stuff being accepted lately. 

 

While this is an interesting request, I am not sure how it is going to work in cases other than the transition back and forth between applications, if you actually edited the normals outside of a smoothing group, it may not be accurately representable with a smoothing group?

I think what Max really needs is to have normals as a "real" sub object on the poly object, number 6 after elements.

The fragility of custom edited normals is frustrating for users who actually want to take advantage of them in complex scenes and workflows.

If you are posting about product enhancements or feature requests, use the Ideas board instead.

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